Author Topic: New Map: Notus Deathmatch  (Read 3052 times)

cusoman

  • Autococker
  • Posts: 524
New Map: Notus Deathmatch
« on: January 27, 2012, 09:33:55 PM »
This is my DM Speed-mapping Entry!

Features:
- Deathmatch
- Outdoor/Indoor Routes
- 10 Spawn Points (spyders)
- Phat Barrel Swag
- Inaccessible pr0shack Terrain

This map was awesome to make!  It was designed with player routes in mind, so that no matter where you're standing, you always have a circular route to choose.  This will allow players to keep moving forward, which makes sense for DM :D

As a side note, while it was designed for DM, I think a good TDM 3v3 would play pretty well if some people would like to try it ;)

This is my only submission, I ran out of time this week to complete the second one :(

Have fun, and good luck to the other competitors, some really nice submissions :D

- Cusoman

Screenshots :D

EDIT:
Beta 2: http://dplogin.com/forums/index.php?action=dlattach;topic=24380.0;attach=9112











« Last Edit: January 31, 2012, 08:40:29 PM by cusoman »

UnRateD

  • Autococker
  • Posts: 593
Re: New Map: Notus Deathmatch
« Reply #1 on: January 27, 2012, 09:53:31 PM »
Thats really good. Clear winner. (still go rick! :D)

Ghadente

  • Stingray
  • Posts: 62
Re: New Map: Notus Deathmatch
« Reply #2 on: January 28, 2012, 01:48:03 AM »
woo DM!

pvtjimmy

  • Committee Member
  • Autococker
  • Posts: 2098
Re: New Map: Notus Deathmatch
« Reply #3 on: January 29, 2012, 04:55:48 AM »
I fear this map will turn out into a line fest, as the viewrange is quite big. Also, it seems you added some kind of high (low right corner on the overview screenshot), but I didn't find a way to come up there...

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: Notus Deathmatch
« Reply #4 on: January 29, 2012, 06:39:46 AM »
Nice map, maybe a bit bright for a night sky.

The stonewal texture is hard to align, I'll post a few screenshots.

The barrels are to wide/The top and bottom textures aren't scaled up :)


Red: I'd add a clip brush here.


Red: I'd add clip brushes here, too.


Red: Move this faces a little bit.


Red: I'd add a clip brush here.


Red: I'd move this faces a little bit, that you don't split a stone.


Red: Move these faces a little bit.


Red: Hmm...difficult to align with this texture. But some faces could be aligned better imo.


Red: Move these faces a little bit, too.


Red: Move these faces a little bit, too.


Red: Move these faces a little bit, too.


Red: I'd make the fence brush so, you can shoot but not walk through. Would be more realistic.

All in all a good job. I think the alignments and other improvements can be done easily.

Map is online @ [OTB] Beta!

Cameron

  • Global Moderator
  • Autococker
  • Posts: 2686
Re: New Map: Notus Deathmatch
« Reply #5 on: January 29, 2012, 05:40:38 PM »
In terrorists 5th and 8th ssots, where he said align the textures maybe actually change them?  You dont have one kind of stone on one face and another kind on another face in real life.

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map: Notus Deathmatch
« Reply #6 on: January 30, 2012, 11:15:27 AM »
What do you think about adding a ladder on the wall in chefkillers 10th sshot?

cusoman

  • Autococker
  • Posts: 524
Re: New Map: Notus Deathmatch
« Reply #7 on: January 31, 2012, 08:39:22 PM »
Beta 2!

Based on what everyone said, this features fixed textures and two important layout changes.  First change is that the "dead end jump" is now significantly easier, and it features a dj as an alternative jump.  I didn't add a ladder as terrorist suggested, because, as jitspoe pointed out, ladders are too slow for DM :P  The second major change was that i punched a giant hole in the wall at the end of the barrel jump which lets you carry that jump through to the back outdoor area.  It also added a new dj that you can take to go up to that area.  Overall, the flow and aesthetic consistency is greatly improved :D

I missed a couple of textures and clip brushes on this beta, but I'll get them all before the final :D

Have fun, feedback appreciated :D

- Cusoman

prozajik

  • Autococker
  • Posts: 761
Re: New Map: Notus Deathmatch
« Reply #8 on: February 01, 2012, 03:47:15 AM »
I noticed one thing which you(and many, many other mappers) make in all your maps so i decided to point it out here, btw its the only thing i noticed

Idk if its just me but i really think wood ramp should look like my red lines. Maybe its on purpose however if you want to fix there is an easy trick on how to make wood look like i have drawn. If you are interested just write it here, I dont want to write sth which would be no use after all :P.
Anyway really nice map, i like what you do with wood overally. Keep it up ;)

T3RR0R15T

  • Moderator
  • Autococker
  • Posts: 2593
Re: New Map: Notus Deathmatch
« Reply #9 on: February 01, 2012, 10:58:47 AM »
Yes, you're right, it should be like your red lines. Chef-killer told me a reason why it is better to keep it like it is, but i don't know it anymore.

Chef-Killer

  • Moderator
  • Autococker
  • Posts: 1312
Re: New Map: Notus Deathmatch
« Reply #10 on: February 01, 2012, 12:20:25 PM »
Yeah, the red lines would look more realistic.

cusoman

  • Autococker
  • Posts: 524
Re: New Map: Notus Deathmatch
« Reply #11 on: February 02, 2012, 10:44:48 AM »
Ha, nice find on the wood. I'll see what I can do about that in this and my other maps :D

- Cusoman